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Question by Noam · Apr 03, 2011 at 11:24 AM · physicsraycast

Raycasting to the bottom side of a plane?

Hi,

I have a short question. Currently, If I use Physics.Raycast and cast a ray from below a plane, it won't hit it. If I cast a ray from above, it will.

Is there a way to have the raycast hit in both ways, without creating a manual dual-sided plane object?

Thanks!

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Answer by Bunny83 · Apr 03, 2011 at 12:03 PM

Since the default plane in Unity have just a Mesh collider, you can replace it with a BoxCollider and make it very thin. I guess a BoxCollider performs better than two Meshcollider with a 200 tris mesh ;) (the plane have 10*10*2 tris).

The opposite Raycast was also my first thought, but I guess you will detect a lot of other colliders than the one you'd expected. I think I would use a BoxColider, but it depends on your needs.

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avatar image Statement · Apr 03, 2011 at 01:26 PM 0
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Bunny: You'd do a RaycastAll and get the last hit on the reverse operation.

avatar image Statement · Apr 03, 2011 at 01:27 PM 0
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I'd pick a BoxCollider any day I could make the swap. However, if you're dealing with custom meshes then you obviously can't do this since you'd expect some other shape.

avatar image Bunny83 · Apr 03, 2011 at 08:49 PM 0
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That's true, but it's not very effective to use RaycastAll. Also it depends on what information you need from the raycast. RaycastAll juat gives you a list of all colliders and no hitpoint(s). For custom meshes you need to use a mesh collider and then you have no way around that. If you want to check for one specific Collider only you can use Collider.Raycast ins$$anonymous$$d of Physics.Raycast. Collider.Raycast can only hit this collider.

avatar image Bunny83 · Apr 03, 2011 at 08:52 PM 0
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BTW: Do you know if you can rely on the order of the returned collider array of RaycastAll? Never tried that.

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Answer by Statement · Apr 03, 2011 at 11:33 AM

No. You'll have to do two opposite Raycasts, or two opposite planes. I'd suggest the latter.

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